My interactive development work began at Infina LTD. Having tinkered with Unity years before, I felt it could be a beneficial application for developing more engaging training. With some dedication to learn the application and C#, I've developed quite a few demo applications.
Due to the sensitive nature of some content within these demos, I am only providing links to promotional videos that are publicly viewable. With each, I have added information to explain my contributions to the material.
Due to the sensitive nature of some content within these demos, I am only providing links to promotional videos that are publicly viewable. With each, I have added information to explain my contributions to the material.
Interactive Training 2019
I created this video to help demonstrate the benefits of interactive training of various types.
00:09 - Salt Lake City Airport: Surface Driving (Desktop)
A demo to show how Tech Ops staff can learn how to read ground markings at airports, as well as learn the layout of airports from the ground instead of overhead maps.
I created the environment, buildings, and coded the functionality. (Aircraft are purchased assets.)
00:13 - Black Mountain, Kentucky (VR)
An early VR demo to show how users can be placed in any location to simulate training that can't be done in a lab. This environment showcases an extremely remote communication tower in Kentucky with a simplified task to place equipment. Equipment can be dropped over the side, simulating a real-world hazard, which can't be properly demonstrated in a lab.
I created all visuals and coded the functionality.
00:16 - Boston Tower (VR)
A generalized demo to showcase the range of training options for virtual reality. Users can toggle visuals, such as flight paths and weather effects, to instructing aircraft. The console was modeled automatically with photogrammetry.
I created all visuals, animation, audio, and coded the functionality. (Skies and aircraft are purchased assets.)
00:40 - Miami Airport (Desktop)
Designed to simulate usage of short-range radar in airport towers. I used Unity's built-in voice-recognition to allow the user's voice to instruct aircraft with basic commands.
I created all visuals, and coded the functionality.
00:45 - Salt Lake City and Generic Airport (AR, Hololens)
A simple demo to show how a "train set" view of an airport could allow an alternate perspective when viewing abstract concepts like traffic patterns, or how an incident could be analyzed.
I created the environment, buildings, and coded the functionality. (Aircraft are purchased assets.)
00:54 - Technical Equipment (VR)
This demo shows how complex equipment can be trained in VR with as much or as little guidance as necessary. Technicians, equipment, and the connected system will never be at risk.
I created the primary equipment models and some of the basic functionality. The rest was done by an intern under my guidance.
01:11 - Technical Equipment (Desktop)
Same as above, but in a desktop version to be more direct and easier to deploy.
I created all visuals, and coded the functionality.
01:16 - Alaska Tower (VR)
Another demo to showcase the ability for VR training to place the user in any setting. This was designed as a "nightmare scenario" to place the user in the most remote location possible, in the worst conditions possible. The standing surface is narrowed slightly to increase the opportunity for the user to fall, which can't be simulated in a lab environment.
I created the environment and switch. The rest was created and coded by an intern under my guidance.
01:46 - Engine Failure (Mobile)
Created as a micro-learning tool to demonstrate the rapid loss of control when light-aircraft experience engine failure. The aircraft is piloted by tilting the phone, and time is gained by flying through rings. Eventually, the aircraft's engine fails and it becomes harder to steer, and impossible to gain altitude. It's a Kobayashi Maru game that is impossible to win.
I designed the environment, and coded the functionality. (Low poly design elements were found in the Unity Asset Store.)
00:09 - Salt Lake City Airport: Surface Driving (Desktop)
A demo to show how Tech Ops staff can learn how to read ground markings at airports, as well as learn the layout of airports from the ground instead of overhead maps.
I created the environment, buildings, and coded the functionality. (Aircraft are purchased assets.)
00:13 - Black Mountain, Kentucky (VR)
An early VR demo to show how users can be placed in any location to simulate training that can't be done in a lab. This environment showcases an extremely remote communication tower in Kentucky with a simplified task to place equipment. Equipment can be dropped over the side, simulating a real-world hazard, which can't be properly demonstrated in a lab.
I created all visuals and coded the functionality.
00:16 - Boston Tower (VR)
A generalized demo to showcase the range of training options for virtual reality. Users can toggle visuals, such as flight paths and weather effects, to instructing aircraft. The console was modeled automatically with photogrammetry.
I created all visuals, animation, audio, and coded the functionality. (Skies and aircraft are purchased assets.)
00:40 - Miami Airport (Desktop)
Designed to simulate usage of short-range radar in airport towers. I used Unity's built-in voice-recognition to allow the user's voice to instruct aircraft with basic commands.
I created all visuals, and coded the functionality.
00:45 - Salt Lake City and Generic Airport (AR, Hololens)
A simple demo to show how a "train set" view of an airport could allow an alternate perspective when viewing abstract concepts like traffic patterns, or how an incident could be analyzed.
I created the environment, buildings, and coded the functionality. (Aircraft are purchased assets.)
00:54 - Technical Equipment (VR)
This demo shows how complex equipment can be trained in VR with as much or as little guidance as necessary. Technicians, equipment, and the connected system will never be at risk.
I created the primary equipment models and some of the basic functionality. The rest was done by an intern under my guidance.
01:11 - Technical Equipment (Desktop)
Same as above, but in a desktop version to be more direct and easier to deploy.
I created all visuals, and coded the functionality.
01:16 - Alaska Tower (VR)
Another demo to showcase the ability for VR training to place the user in any setting. This was designed as a "nightmare scenario" to place the user in the most remote location possible, in the worst conditions possible. The standing surface is narrowed slightly to increase the opportunity for the user to fall, which can't be simulated in a lab environment.
I created the environment and switch. The rest was created and coded by an intern under my guidance.
01:46 - Engine Failure (Mobile)
Created as a micro-learning tool to demonstrate the rapid loss of control when light-aircraft experience engine failure. The aircraft is piloted by tilting the phone, and time is gained by flying through rings. Eventually, the aircraft's engine fails and it becomes harder to steer, and impossible to gain altitude. It's a Kobayashi Maru game that is impossible to win.
I designed the environment, and coded the functionality. (Low poly design elements were found in the Unity Asset Store.)
Can Virtual Reality Revolutionize Training?
I created this video to generate interest in some of the VR demos we had created.
00:19 - Boston Tower (VR)
A generalized demo to showcase the range of training options for virtual reality. Users can toggle visuals, such as flight paths and weather effects, to instructing aircraft. The console was modeled automatically with photogrammetry.
I created all visuals, animation, audio, and coded the functionality. (Skies and aircraft are purchased assets.)
00:26 - San Fernando Airport, Argentina (VR)
A simple airport with only two aircraft to instruct as a demonstration of best practices.
I created the environment based on photos of the airport, and animated the aircraft. My intern integrated the voice-recognition.
00:33 - Technical Equipment (VR)
This demo shows how complex equipment can be trained in VR with as much or as little guidance as necessary. Technicians, equipment, and the connected system will never be at risk.
I created all equipment models, but several background assets were found in the Unity Asset Store. I coded all functionality. This differs from the previous version, made on the Vive, as I modified it to work on the Oculus Quest and uses VRTK3 for the interactivity.
00:38 - ASR-9 Facility (VR)
A Tech Ops demo for a, "What if...?", situation, this one being, "What if a bad storm hit the airport and you had to spot-check the radar facility?" This simulates the process of doing a walk-through to find problems.
I created the environment except for minor props like desks, and coded functionality for a desktop version. My intern converted it to virtual reality.
00:19 - Boston Tower (VR)
A generalized demo to showcase the range of training options for virtual reality. Users can toggle visuals, such as flight paths and weather effects, to instructing aircraft. The console was modeled automatically with photogrammetry.
I created all visuals, animation, audio, and coded the functionality. (Skies and aircraft are purchased assets.)
00:26 - San Fernando Airport, Argentina (VR)
A simple airport with only two aircraft to instruct as a demonstration of best practices.
I created the environment based on photos of the airport, and animated the aircraft. My intern integrated the voice-recognition.
00:33 - Technical Equipment (VR)
This demo shows how complex equipment can be trained in VR with as much or as little guidance as necessary. Technicians, equipment, and the connected system will never be at risk.
I created all equipment models, but several background assets were found in the Unity Asset Store. I coded all functionality. This differs from the previous version, made on the Vive, as I modified it to work on the Oculus Quest and uses VRTK3 for the interactivity.
00:38 - ASR-9 Facility (VR)
A Tech Ops demo for a, "What if...?", situation, this one being, "What if a bad storm hit the airport and you had to spot-check the radar facility?" This simulates the process of doing a walk-through to find problems.
I created the environment except for minor props like desks, and coded functionality for a desktop version. My intern converted it to virtual reality.